| | |
| | | if heroLV >= LVMax:
|
| | | GameWorld.DebugLog("该武将已满级!LVMax=%s" % (LVMax), playerID)
|
| | | return
|
| | | qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
|
| | | if not qualityIpyData:
|
| | | qualityLVIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityLV", quality, heroLV)
|
| | | if not qualityLVIpyData:
|
| | | return
|
| | | costItemInfo = qualityIpyData.GetUPCostItem()
|
| | | nextHeroLV = heroLV + 1
|
| | | if not IpyGameDataPY.GetIpyGameData("HeroQualityLV", quality, nextHeroLV):
|
| | | GameWorld.DebugLog("不存在该武将等级: quality=%s,nextHeroLV=%s" % (quality, nextHeroLV), playerID)
|
| | | return
|
| | | costItemInfo = qualityLVIpyData.GetUPCostItem()
|
| | | if not costItemInfo:
|
| | | return
|
| | | costItemID, costItemCount = costItemInfo
|
| | |
| | | return
|
| | | ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, costItemCount, True, "HeroLVUP")
|
| | |
|
| | | updHeroLV = heroLV + 1
|
| | | updHeroLV = nextHeroLV
|
| | | GameWorld.DebugLog("武将升级: itemIndex=%s,heroID=%s,updHeroLV=%s" % (itemIndex, heroID, updHeroLV), playerID)
|
| | | heroItem.SetUserAttr(ShareDefine.Def_IudetHeroLV, updHeroLV)
|
| | |
|